This is one very eye catching box cover! Ba-dum-tss! The game title is as
literal as can be. You play a pack of wolves, and you compete with other wolf
packs to be the dominant one on the map. You get to experience the life of a
wolf, and all this is done using several clever mechanisms.
The map is divided into regions, and there are five terrain types. Those six
peripheral regions have tokens with quarter, half and full moons. These are
the countdown mechanism in the game and one of the ways you score points.
Certain actions like recruiting lone wolves to your pack, recruiting wolves
from other players to your pack and stealing other players' dens advance the
countdown. At certain points in the game these regions will score points based
on who has the strongest presence. This aspect of the competition is related
to the tempo of the game.
The game has an interesting core mechanism, and it is related to the six
double sided terrain cards every player has a set of. One of them has the same
terrain on both sides, and that's the terrain your wolf pack is strongest in.
In this example above I am the tundra wolf pack and I am strongest on snow
fields. You get to perform two actions on your turn, and performing actions
require that you flip between 1 to 3 terrain cards of the same type. All your
actions are related to terrain. When you move your wolves, the terrain card
you flip determines what kind of terrain they will move to. When you build a
den, the terrain cards you flip determine where that den can be placed. It
must also be next to one of your alpha wolves. If you don't have a certain
terrain face-up, you can't do anything on such terrain. You need flip another
card so that you get this terrain face-up. Or if the action you want to
perform requires flipping two cards, and you only have one required terrain
face-up, you are also stuck. This is the challenge the game poses. You have to
plan cleverly what to do and what terrains to do them on, so that you
eventually get to perform all the actions you want. You know what's on the
other side of each of the terrain cards.
Your player board is important. A big part of the game is engine building.
Yes, I know it sounds weird to talk about wolf packs and engines at the same
time. You start the game with many game pieces on your player board. As you
perform certain actions, these pieces will be moved to the main map. This
unlocks abilities and gives you bonuses. This also gives you points. When you
build dens, you can increase the movement range of your wolves, you can
increase the number of wolves you get to move per action, and you can increase
the influence range of your alpha wolves (called their howl range).
Wolves hunt in packs. There are five types of prey on the board, and you can
score many points by hunting them. To hunt down a prey, you need to have your
wolves on three different spaces surrounding the prey.
This calendar is your countdown timer. Those wolf head coins represent lone
wolves when on the map. If your alpha wolves howl near them, you get to
recruit them to your pack. You get to place a new wolf on the map, and that
coin is moved to this calendar. The moon icons indicate the times when
specific regions will be scored. Other than lone wolves, the countdown can
also be advanced by poaching wolves from other players and stealing their
dens.
There can be a mean streak in the game, because of how you can steal wolves
and dens from other players. This is not easy to do though, and there are ways
you can defend against it. To steal a wolf or a den from another player, the
action is called Dominate. To do it, you need three terrain cards of the same
type. This is only possible with your dominant terrain type. If your opponents
want to avoid getting Dominated by you, they just avoid placing dens or
regular wolves on your dominant terrain. Only regular wolves can be converted,
not alphas. Another way to stay safe is to have two pieces on the same space.
You are not 100% safe relying on terrain only. One type of bonus in the game
is the terrain token. When you have such a token, you can spend it and treat
it as any terrain card. This way, you can steal an opponent piece with 2
terrain cards which are not your dominant terrain, and 1 terrain token. You
can even do it with 1 terrain card and 2 terrain tokens. Terrain tokens are
hard to come by though, so you probably don't want to spend them like
this.
Right from the get go, you have many options. There are several different ways
to grow your pack and score points. You can't do everything, and you will
choose to focus on some. In one game I lost out in competing for area majority
in the regions, but still did pretty well because I advanced in other areas. I
like that when you advance in the various areas, they are not just a mechanism
for scoring points. They do affect how effective your pack is. You do want to
be able to mobilise more wolves, and to have them move further. This makes the
game feel real and thematic.
I was the blue wolf pack and many of my wolves and dens were stolen by
others. Animals!
I enjoyed The Wolves. It's a mid weight strategy game. It's thematic.
It has a clever mechanism. You feel there are many things you want to do, and
you are forced to prioritise. You have to plan smart and get your terrain
cards on the right side. Scheduling your terrain flipping well to be able to
achieve several goals through a few consecutive turns is rewarding. The engine
building part of the game is satisfying. You grow your wolf family, and you
stand proud at its head.
I have maxed out my prey type and wolf speed.








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